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KojiKamori
02-14-20, 02:18 AM
https://i.imgur.com/82ls4VW.png
Hello, I am Koji Kamori as many would call me over via Steam and Discord and I am working on what is more or less the expansion of Wolfpack to include playable escort ships. First of all, let's clear a few elephants in the room; I am not a developer associated with Usurpator AB, I am an independent developer working exclusively on this project. Second, No Koji isn't my real name nor do I live in Japan however is a name I had since Middle School so it sorta stuck.

This project I started back in around June of 2019 and been working on modeling the Flower Corvette, starting with just an idea, I shared a few teasers over on the official discord channel for Wolfpack and it quickly gained traction. I have the full blessing of the developers to pursue this project and have been in continual contract with them, they even gave me my own channel in the official discord just to better communicate and is where I share heavily my progress of the project.

My aims is to bring all the three current escort ships in the game into being playable vessels that the player can control and hunt u-boats, if you are one to think this is quite simple, you are gravely mistaken, and if you think this is quite ambitious and insane, then you and I will get along quite well indeed. Here, have a cup of tea.

I started with the Flower Class as a dip of the toe in the pond to see how it would go, I thought myself that it would be simple enough as the Corvette and the U-boat are quite similar to another, well matched. One main deck gun, replace the torpedoes with depth charges, roughly the same size in length, so on and so forth. I started to delve into who else has made models of the ship and there is where I fell down the rabbit hole in how much references and books I found with plans and lay outs of the entire ship, I had it really made or so I though.



https://i.imgur.com/ZZ0dizw.png

https://i.imgur.com/jmIXn5Q.jpg

When I fell down that rabbit hole I went even further and found the last remaining Corvette to be the Sackville where I was able to obtain over 200 pictures of the ship inside and out due to how much of a tourist trap it is. From there, it was easy enough to make a working model of the ship and in June, I posted the first picture of many which was a view looking from the deck gun and the crowd went wild. I continued to then work backwards and work on the wheelhouse, finishing the hull, the superstructure and I kept going. Today, the model is done in terms of the ship, other components I am still working on but I am at the Unwrapping Stage which to say, is the stage before everything receives a texture.

So, you may be wondering as a few others, "Why didn't I just start with programming first and then the model?" "Can you even program?" First, I am a video game developer by profession, 3d modeler by profession as well. I been working on a mobile game for the last 2+ years and had allot of hiccups there, when you aren't the best 2d artist and circumstances leaves you in a pickle (which I won't go into) you sorta get sick of programming and what I really am desiring is a 3d game and to stretch my 3d skills once more. The entire game is a simulation and immersive, and all the interface is highly digetic except for a few indicators telling you that "This is the telegraph" What better way to start testing than with an interface already built? No mockups or wireframes, your interface is an entire 3d model based on reality. (You see, I am really, really sick and tired of working in 2d)

https://i.imgur.com/edZMLV6.png

Along the way I further dug into finding more about the reality of the ship and the history, I wasn't any longer making just a quick release, I wanted the same level of attention to detail as the original devs of the game and I started to reach out to others, some were lack luster and others have proven to be quite the reparable source of information. Because research is never cheap nor easy, to help pay for my research expenses, I started a Patron for any one that wishes to help further my research or perhaps just to buy me a cup of coffee, I do like coffee.

Research such as books, plans, manuals, videos and so forth from many archives to have copied are not free neither are some of these books with plans, prints and pictures in them which all aid in making accurate representations of the ship. But what am I researching and how much are you actually putting into the game? Researching everything that I can, first of all, plans of the ship, I have the Flower, I am still looking for the Tribal and the Black Swan Sloop. Statistics and Technical information is also helpful as it will give me characteristics of the ship, like how fast they move, their maneuverability and their armament.



https://i.imgur.com/WDa4atl.jpg
So far my research has now led me to learning about IFF systems, Radar, and ASDIC (Sonar for you Americans) All of this and more I do plan to incorporate into each of the ships and so far, I have had a major break in obtaining such information through good people that warmed up to my project.

So, where does this all lead when the Flower is finished? Well I have all the programming to do, then of course to model the new 5 crew members (Captain, Navigator, Coxswain, Radio Officer, Asdic Officer) allot of testing, and then I have two other ships to follow. This project can go on for quite some time however I work fast and given that I finished the flower in just a handful of months I hope that the next part of it all will continue to run smoothly.



https://i.imgur.com/rofTLOT.png
https://i.imgur.com/wXE1Fzh.png

I am sure there are a hundred questions that everyone has and I do have an FAQ (Though a few things needs amending) I am also more reachable on Discord than anywhere else, I work constantly on this project and between everything else, is one reason I have not come to Subsim so for major news, I will continue to update here so no one falls out of the loop.



More Pictures Here:

https://imgur.com/a/Sbe6frZ

Onkel Neal
02-14-20, 11:07 AM
Thanks, Koji! :Kaleun_Salute:

This project has the full blessing of the dev team and shows the potential player vs player we are hoping to implement.

If anyone wants to support and encourage Koji, here is his Patreon page (https://www.patreon.com/escortships/posts). I'm happy to say Subsim is signed on.

Raptor_341
02-16-20, 03:23 AM
THIS is the project I've been waiting for, something for the ASW guys out there, as well as representing the Allies. RCN!



Wasn't interested in Wolfpack before, I am now.

GreyLynx
02-16-20, 11:53 AM
Well said Raptor_341
Britannia rules the waves
:Kaleun_Thumbs_Up:

blackswan40
02-16-20, 07:00 PM
With a Lot of Help from the Fighting Canucs :Kaleun_Salute:

Caseck
02-19-20, 06:55 PM
Woot!

Caseck
02-19-20, 07:00 PM
Next we need a Cat Developer!

https://www.worldwarphotos.info/wp-content/gallery/usa/aircrafts/pby5/Early_Catalina_dropping_depth_charge.jpg

PL_Andrev
02-21-20, 04:16 AM
THIS is the project I've been waiting for, something for the ASW guys out there, as well as representing the Allies. RCN!

Woooow! Mee to!
There is no game to play as sub hunter at all (WoWs ia a sad joke).
Since Destroyer Command I have to play sub only...

Hope this project will be completed!
:up:

Caseck
02-26-20, 07:46 PM
Woooow! Mee to!
There is no game to play as sub hunter at all (WoWs ia a sad joke).
Since Destroyer Command I have to play sub only...

Hope this project will be completed!
:up:



:yeah:

caitlynjconklin
02-29-20, 12:50 PM
Thank you for the addition of a playable escort. I am following with eager interest the development of this add-on!

iambecomelife
02-29-20, 03:22 PM
Excellent job so far! I recommend you read "The Cruel Sea" by Nicholas Monsarrat, if you haven't already - it's fictional but extremely realistic, with many details about the Flower Corvette design, electronics, and operations.

Visiting "Sackville" was a great idea - once you start modeling other escorts you might also want to visit HMCS "Haida" for the same reason - she is the last Tribal class destroyer left, and I believe much of her interior is similar to what it would have been like in WWII.

Fidd
03-01-20, 05:41 PM
Outstanding work Koji, although we've talked this over a lot, I havn't actually clapped eyes on the modelling you've done. Really "first-rate"!

Furia
03-13-20, 03:15 PM
FANTASTIC !!!!!!!!!!!!

I have been waiting for having a modern sim with human manned Escort vs human manned subs for a very long time :Kaleun_Applaud:

You got a new Paetron. :salute:

tom2020
03-15-20, 04:16 AM
:Kaleun_Salute:cool

Fidd
03-15-20, 09:50 AM
Koji,

Have you come across any film, or manual that suggests a reload time for the hedge-hog, or any indication as to how many rounds were carried for them in the Flower Class magazine? The same information for Squids, and readily available DC's might also be worthwhile sourcing.

At some stage in proceedings you'll need to establish, both from a gameplay and real-life perspectives, what these reload times might need to be. I'd estimate a reload time for the hedgehog of circa 10-20 minutes, to allow for the rounds to be brought up from the magazine and put on their spigots. In a similar way, After a certain number of DC patterns are dropped, the racks on the deck will need replenishing from the magazine, and have their fuses installed - but not set - as they're brought up. This would likely create a hiatus before that ship can continue with dropping patterns. Obviously, the magazine armourers would simply continue preparing and sending up DC's until told to stop, so I'd not expect that initial hiatus to repeat.

Thoughts?

Furia
03-15-20, 11:13 AM
How do you come with this figure of 10 to 20 minutes reload time?
Any source you can share.

For what I have read in several books the reload was far much faster.

Even in Wikipedia they are talking about 3 minutes.

Hedgehog_(weapon) (https://en.m.wikipedia.org/wiki/Hedgehog_(weapon))

Fidd
03-15-20, 12:05 PM
How do you come with this figure of 10 to 20 minutes reload time?
Any source you can share.

For what I have read in several books the reload was far much faster.

Even in Wikipedia they are talking about 3 minutes.

Hedgehog_(weapon) (https://en.m.wikipedia.org/wiki/Hedgehog_(weapon))

it may well be, that's why I used the word "estimate". :) I was working from the premise that replacement hedge-hog charges would not be laying around the deck before firing, ready to reload, but would need to be brought up from the magazine. I'd have expected this resupply to occur until they were told to stop, so its the first reload that would be most time-consuming. If you had the new rounds ready and by the weapon, then 3 minutes makes sense. But if not, then 10-20 minutes is probably a better estimate, dropping back towards the 3 minute mark as time goes on. On the other hand, DC's were (erroneously) believed at the time to be far more effective than hedge-hog and as the same people who were resupplying HH's were also bringing up the DC's, it's entirely possible the HH was only used once whilst in asdic contact, with the reload occurring once contact was lost.

I'm simply asking of anyone knows, or can provide evidence for, the reload rates, the rest of it is surmise.

Furia
03-15-20, 02:38 PM
I have found this video with a lot of interesting data about Hedgehogs and it also mentions the 3 minutes.

https://youtu.be/AWJyzPaVQbo

And on this one you can see the loading cadence. Apparently the magazine is just right behind the launcher

https://youtu.be/KGpwRbM3gxU

Fidd
03-16-20, 06:54 AM
Most interesting, thanks.

KojiKamori
04-05-20, 06:48 PM
it may well be, that's why I used the word "estimate". :) I was working from the premise that replacement hedge-hog charges would not be laying around the deck before firing, ready to reload, but would need to be brought up from the magazine. I'd have expected this resupply to occur until they were told to stop, so its the first reload that would be most time-consuming. If you had the new rounds ready and by the weapon, then 3 minutes makes sense. But if not, then 10-20 minutes is probably a better estimate, dropping back towards the 3 minute mark as time goes on. On the other hand, DC's were (erroneously) believed at the time to be far more effective than hedge-hog and as the same people who were resupplying HH's were also bringing up the DC's, it's entirely possible the HH was only used once whilst in asdic contact, with the reload occurring once contact was lost.

I'm simply asking of anyone knows, or can provide evidence for, the reload rates, the rest of it is surmise.


There was a magazine for additional shells but most were held in "ready to use" ammunition lockers next to the weapons they were intended for. The deck gun had racks that held shells all around it, each 20mm had their own lockers right next to the spotlights behind them. Hedgehog had a big ole locker right behind the blast shield of the main gun. So each weapon was always in the ready to be used and reloaded because in war, seconds, not minutes, count.

KojiKamori
04-05-20, 07:06 PM
https://imgur.com/xTHevjOhttps://imgur.com/xTHevjO

I can bet that my pictures would be over sized. But I been working on the hedgehog quite a bit and have set up where you can see two of them next to another. The one on the left with the rainbow colors is there to indicate the fire groups of each shell, the one on the right represents roll compensation and isn't important to be colorized.

https://imgur.com/g7UXnIyhttps://imgur.com/g7UXnIy
I am testing out the gyro stabization of the weapon which it was able to compensate for roll and pitch of the ship. I have the numbers to how much forward and back, side to side the thing was able to compensate but the real puzzle is in the how. I have found out that each of the 6 shells sits on one of 4 cradles and like a baby cradle is able to swing to and fro. This to and fro motion of the cradles is how it is able to compensate for roll. However, I still haven't found how it compensated pitch.

Fidd
04-05-20, 10:03 PM
They may not have needed to. The pitching of a ship is generally readable from the observed swell and waves, and of course you have a pretty good idea when the ship is longtitudinally about level. All that would be needed is to commence the electrical (?) firing an instant before the boat is level in pitch? Even a crude "foresight" on the front of the ship, when about level with the distant horizon would be enough to "eye-ball" it....

ceh
04-06-20, 01:58 AM
Hm, I would have expected some form of mechanical gyroscope in play there, at the time. Why wouldn't/didn't it work?

Fidd
04-06-20, 10:45 AM
I can't imagine a worse environment for an expensive and delicate gyroscope than being on a rolling/pitching/yawing Flower Class which drops depth-charges. Lots of them.

Much easier to put a mark of paint on the foremast at the height of the horizon as viewed from the bridge (on a flat calm sea) and just slightly anticipate it passing through the horizon as the boat pitches, I would think the latter, which is not prone to damage or hideously expensive, would be the RN's preferred "system" for this...

Even today, the captains of our submarines are expected to be able, and can, rapidly calculate torpedo firing solutions in their heads, rather than being helpless if all the technology falls-over.

Now, I have no evidence that such a "paint on a stick" system were used, but I think it's a pretty fair bet. I don't have the performance figures of hedgehog, but I'd be interested to know, if someone fancies calculating the parabolas, what error in pitch of the boat at firing would prevent a hit, assuming all else is accurate....

KojiKamori
04-11-20, 04:40 AM
I can't imagine a worse environment for an expensive and delicate gyroscope than being on a rolling/pitching/yawing Flower Class which drops depth-charges. Lots of them.

Much easier to put a mark of paint on the foremast at the height of the horizon as viewed from the bridge (on a flat calm sea) and just slightly anticipate it passing through the horizon as the boat pitches, I would think the latter, which is not prone to damage or hideously expensive, would be the RN's preferred "system" for this...

Even today, the captains of our submarines are expected to be able, and can, rapidly calculate torpedo firing solutions in their heads, rather than being helpless if all the technology falls-over.

Now, I have no evidence that such a "paint on a stick" system were used, but I think it's a pretty fair bet. I don't have the performance figures of hedgehog, but I'd be interested to know, if someone fancies calculating the parabolas, what error in pitch of the boat at firing would prevent a hit, assuming all else is accurate....


Paint on a stick (mast) Wouldn't work due to the fact that the mast is behind the bridge not before. The entire hedgehog was gyro stablized, this much is very clear in a dizzyon of texts, but it doesn't explain how exactly that it was. This is what is still puzzling though I am trying to figure out.

Just a degree off, and I am more than 30 yards off target with pitch. That is either a hit or miss if the time I need to fire is NOW. I am still working at this though have other areas I too can work on till I can gather more information on it all.

Fidd
04-11-20, 04:11 PM
I can't tell you how it worked on a ship, but I do have a better understanding than most of how aircraft instrument gyro's work, as a retired ATPL/IR and QFI.

I would imagine, (and this is surmise) you'd have a box of 2 or more gyros on the ship, which generate electrical currents proportional to the movements of the ship around the gyros, and these signals are used to drive electric or electro-hydraulic motors, more probably, to stabilise the hedgehog to local-earth vertical (according to the gyros) regardless of the movement of the ship. I doubt this was on all the time, but rather was enabled once an ASDIC contact was made, and disabled to aid reloading, when ideally you'd want the unit remaining to ship vertical, rather than earth-vertical during the reload.

The other way to do it would be to put a large weight as far below the hedgehog as possible, with a connecting structure. Although less accurate, this would have the benefit of being more reliable. A Flower Class is as about a hostile environment for a gyro as you could devise.

The Yanks used a similar system on remote-barbettes on B29's, so that the gunner in a blister could align his sight with a target, generating a signal which the turrets then attempted to bring to 0 difference electrically. This occurred far faster the greater the deviation, so once in the right area the corrections became progressively more accurate.

Pooch
05-03-20, 03:26 PM
Well, I had no intention of picking this up. I've had enough of U-Boats, honestly. But if you get a few sub killers in here that players can man, yeah, I'm in. A Tribal class destroyer, you say?

Fidd
05-04-20, 11:20 AM
Well, I had no intention of picking this up. I've had enough of U-Boats, honestly. But if you get a few sub killers in here that players can man, yeah, I'm in. A Tribal class destroyer, you say?

I forget the numbers now, but Tribals carry a lot fewer DC's than the Corvettes. If ever Tribals are modelled as player-operable, then I can see the Tribals being used by moving quickly to the required position to force the u-boat to dive, whilst 1-2 corvettes move in more slowly to take up the search, releasing the Tribal to regain its previous position in the convoy escort screen...

Caseck
05-30-20, 08:00 AM
FANTASTIC !!!!!!!!!!!!

I have been waiting for having a modern sim with human manned Escort vs human manned subs for a very long time :Kaleun_Applaud:

You got a new Paetron. :salute:

I'm hoping SEA POWER goes multiplayer, but they're still mulling the idea around. Since DW and before that HARPOON the pickings are slim.

Caseck
06-07-20, 12:17 PM
I have found this video with a lot of interesting data about Hedgehogs and it also mentions the 3 minutes.

https://youtu.be/AWJyzPaVQbo

And on this one you can see the loading cadence. Apparently the magazine is just right behind the launcher

https://youtu.be/KGpwRbM3gxU

All this just brings home how much things like reloading a weapon varies by conditions (imagine doing that in even Sea State 3) and the motivation and fatigue of the crew.

Human factors in warfare always seem to be the biggest factor.


So much good history in exploring all the cool Escorts!

https://upload.wikimedia.org/wikipedia/commons/thumb/b/b0/USS_Buckley_%28DE-51%29_underway_in_the_Atlantic_Ocean_on_10_June_19 44_%2880-G-236608%29.jpg/800px-USS_Buckley_%28DE-51%29_underway_in_the_Atlantic_Ocean_on_10_June_19 44_%2880-G-236608%29.jpg
https://en.wikipedia.org/wiki/Buckley-class_destroyer_escort

Fidd
07-25-20, 10:34 AM
I'm hoping SEA POWER goes multiplayer, but they're still mulling the idea around. Since DW and before that HARPOON the pickings are slim.

This is my number 1 hope for the game, simply because the behaviour, "intelligence" if you will, of players operating according to orders from a convoy commander, is going to be far far less predictable and dangerous to U-boat players than an AI will ever be. I can forsee some very prolonged DC attacks for a start, where marshalling the u-boat's battery power, dealing with damage (a hopefully more nuanced and detailed damage model) will provide some really memorable games.

AKD
07-26-20, 05:39 PM
There is a bit of technical information on Hedgehog (and ASDIC / SONAR use generally) in this post-war USN sonarman training manual (mind you some aspects only concern tech that was deployed at the very end or after the war):

https://play.google.com/books/reader?id=QjRLAAAAIAAJ&hl=en&pg=GBS.PA44

skipjack578
07-26-20, 06:03 PM
Nice find :up:...i also found this on waky page
https://en.wikipedia.org/wiki/Hedgehog

Fearless
08-13-20, 05:54 AM
Awesome stuff. Looking forward to commanding the escort.
:Kaleun_Cheers:

Captain_AJ
02-10-21, 06:19 PM
Id Say a good way to not be in public and out of the way of the damm mask commies .. Great Work

Fidd
07-17-21, 05:28 AM
any movement on playable escorts?

Fidd
02-26-22, 02:08 PM
This is by way of a bump. I cannot over-emphasise how much I'd enjoy playing wolf-pack in battles were all, or some, of various escorts are playable, with crew-positions for the Bridge, gunnery turrets or positions, Asdic, Helmsman etc. The game experience of being hunted after an attack, knowing that's it's a real human player trying to out-wit you would be utterly different to that of being briefly hunted by an AI ship.

We'd need the Corvettes obviously, but also a small range of destroyers, ideally with a "convoy commander" playable position who can cause the convoy to make course/speed changes and attach escorts to an Asdic hunt or detach them to take up positions around the convoy.

There's a tremendous amount of extra interest that could be added to the game in this way, from various usable weapons such as hedge-hogs, to use of star-shells, and actual human observation rather than simple range-driven visual ranges.

Sirjonkey
12-18-22, 06:18 AM
would be awesome,
would love to send air support above those submarines

mia389
12-20-22, 02:33 PM
This would be excellent! I love wolf pack so far. I recently purchased destroyer - the uboat hunter and had a blast being on the other side. This would be an amazing addition to wolfpack. Not sure how it will be implemented when the time comes but I would buy it!

The pictures look great!

Fidd
03-13-23, 11:14 AM
Replayability. That's absolutely key to sand-box shooters, of which both Wolfpack and Destroyer - The U-boat hunter are BOTH examples of. Both also suffer from the same problem, namely that once you've mastered aiming torpedoes and evading escorts, there's nothing else to learn, and little replayability. This is chiefly because AI always sucks, and AI actions, be they of the convoy itself, or of AI escorts are always, relatively speaking, as dumb as a fence-post.

Wolfpack seriously needs PVP via player operable escorts, and likewise Destroyer needs human operated Uboats for either game to be able to retain players in the long-term. The addition of all crew-compartments has been good, and I look forward to learning to operate the engines and e-motors, however, in my personal view, it was an error not to move quicker to the PVP playable escorts instead. YMMV of course.

PL_Andrev
10-15-23, 05:21 AM
The addition of all crew-compartments has been good, and I look forward to learning to operate the engines and e-motors, however, in my personal view, it was an error not to move quicker to the PVP playable escorts instead. YMMV of course.
You can't have a cake and eat it too :)
I agree with you 100% but Wolfpack focuses on multicrew operations.
Nowadays it is hard to play SUB vs DDs when it is problem to meet 4 people together to play one sub...
Now I don't believe PvP is joining to Wolfpack, even corvette model is ready.
:dead:

Fidd
10-16-23, 09:27 AM
You can't have a cake and eat it too :)
I agree with you 100% but Wolfpack focuses on multicrew operations.
Nowadays it is hard to play SUB vs DDs when it is problem to meet 4 people together to play one sub...
Now I don't believe PvP is joining to Wolfpack, even corvette model is ready.
:dead:

I play 4 times a week for 3 hours a time, always on a full, or near full boat, and almost invariably with 3-4 boats a game. Look for Duyfken and Frost games, first find the discord channels for them, where you can enlist for each game. Frost games are circa midnight GMT, and Duyfken 18:00 or 19:00 dependant on the day of the week.

As things stand, DC's are wildly too lethal, and the evasion portion of a mission for a u-boat is usually limited to one pattern of DC's, if it occurs at all. That means that the most dramatic and nerve-wracking, and fairly common, aspect of being a u-boat crewman is essentially absent from the game, as is a physics-model to more accurately portray the difficulties of keeping the boat and trim and at PD, and likewise a damage-model for crew to repair or stop leaks with isolation valves. Finally, the AI is woefully poor, relative to the decision-making a human being would apply in relation to an asdic contact. Even the "dive to 185m and you're safe" is a construct that necessarily limits dc attacks to a single pattern.

Playable escorts would put a great deal of that "content" back in the game where it belongs, not to mention make the duel between the u-boat skipper above much more personal! It's a no-brainer that this should have been in the game years ago, if only with human-directed AI ships initially, of the "Go here and prosecute an asdic search for 30 minutes, attacking when you have a fix, and readopting the search unless you see debris" variety; with players able to jump onto escorts who gain a contact coming later?

Fidd
10-29-23, 11:40 AM
How I'd implement playable escorts, were I coding God! :

1. Make a playable "Convoy Commander" (CC) who is based on an escort destroyer or sloop.

2. The CC has the ability to:

send any escort(s) to either a point in relation to the moving convoy
to a contact held by another escort
to an area to maintain an asdic search relative to the moving convoy(for an interval of 5 mins to 3 hours)
to an area in relation to the moving convoy (as above)
to detach an escort to occupy the nearest opening in the screen
to cease an asdic search and reposition to nearest open escort slot
to come to all stop and listen with hydrophones
to relocate to another escorts position, on reaching, the replaced escort may be directed to a new location, otherwise it moves to nearest one


Otherwise all escort actions are AI, until playable escorts come into game, thence:

Some 6(?) or so players would be able to play as escorts. They may not enter a u-boat and then join the allies in that lobby. Players may relocate to an AI destroyer or Corvette that acquires an ASDIC contact, or detects a u-boat on the surface. Once the last player leaves that escort, the escort then returns to the direct command of the CC. So, most of the boring patrol side of things is done by the AI as of routine, but any escort may be temporarily manned at any time, by players. When so manned, all AI detection modes are suppressed, meaning visual contact is by human sight, not "detection range", and asdic contact is by human manual use of the Asdic, rather than AI "use" of it. 2 players would be the minimum crew - skipper/helmsman and asdic operator. Optionally more could join as gunners/dc operators. The skipper decides on the DC depth and either sets them, or orders the player to do so if present. Boats operated by human players would shew with a distinct marking on the CC's map. The CC may direct players to a particular escort. Roles not occupied by human players would prosecute AI behaviour for that role.

The aim being to minimise the number of allied players required to mount an intelligent defence of the convoy, without recourse to highly predicatable AI behaviours, but instead to have (if a CC is in post) the AI carry the burden of the boring aspects of the patrol, but have human players tending to prosecute attacks, or to otherwise keep a u-boat at depth via asdic searches. The lethality of DC attacks could be dialled back, as more DC attacks would tend to occur one a uboat is detected. This would create the highly personal and dramatic contest of the u-boat captain trying to outwit the escort and vice versa.

Fidd
02-13-24, 01:26 PM
As an addition to the concept laid out in the previous post: It's important that if more prolonged DC attacks come into existence, eg with a human escort commander keeping DC attacks/asdic lost-contact searches going, that there's ALSO a change to the way "alerts" works, so that the other 3 uboats are not compelled to wait for an hour or more of the 1st uboat being detected/DC'd/reacquired on asdic. The simplest change would be for a convoy to alert as it does now, however, once a given u-boat has been detected, it ceases to be re-alert the convoy if re-detected or continuously detected by any or all of the escorts, past 5 minutes from the detection. At which point, the convoy would de-alert, even though AI or human player operating an escort had it detected. Naturally, AI escorts in asdic contact with that u-boat would continue to attack it until called back to the convoy by the convoy commander, or it is sunk.

In other words, after a fairly short alert, the convoy would settle to a heading and speed fairly smartly, allowing attacks to be resumed by the other u-boats, even though, one of their number remained detected and was being attacked. This would keep gameplay going for the 3 undetected u-boats, whilst the 4th was suffering a prolonged DC attack(s) from one or more escorts (as directed by the convoy-commander.